Here is the current specification for the UDP telemetry output system for F1 24.
To report any bugs with the UDP system, please add a new topic into the bug reporting section of this forum and our support team will ensure that this finds its way to the dev team.
If you have any questions about the UDP specification then feel free to post in this thread and a helpful member of the community will respond when possible.
Hi, I haven't been involved with this so far, so maybe I just scrolled past this information, but in what order does the PacketFinalClassificationData order it's FinalClassificationData array?
The motion packet and the lap data packet are both outputted by on the Frequency: Rate as specified in menus. However, I get a discrepancy between reading in the packets, where the motion packet would return more frequently during a race session at the end than the lap data packet did. I basically want to combine the data for them but have no matching way of doing it. Anyone that can help?
@TheOtherDude2 all packets' arrays are always in the order of indices. This info can be received and populated into your table from the participants data packet
@daxdaxy If the rates are not as expected, that sounds like a bug. I checked the specification doc and it does say rate as defined in the menus for both lap data and motion packet. I guess you should submit a bug report with the info.
Also, can you please elaborate on what you mean by combine? If you mean storing the lap data and motion data for each player, the CarMotionData array and the LapData array will always be in the order of player indices. Thats how I handle these in my app.
Yeah I'm currently a bit confused about the "rate as defined in the menu". I simplified my code to count the frequency (should be 10HZ) of the lap_data and car_telemetry_data as shown below.
And the print statements included, show some weird situations where the lap_data print statement does not show up, however the car_telemetry_data does:
I don't know if it could have anything to do with my (rather old 2017) MacBook, or the print statements shown above slowing down the UDP retrieval speed, which possibly skips some of these packet instances. Don't know if that makes sense, I don't quite have a background in data engineering, but in data science mostly.
The main goal here is to combine each instance of the car_telemetry_data's speed / throttle / gear to each instance of the lap_data's current_lap_time_ms. Which should be rather simple if both packets have the same frequency output, but they don't so that makes it difficult to match the instances without having gaps in them.
does anyone know if it is possible to identify the player who starts the race first via telemetry?
the background is that in my league only the host is allowed to start the race, we give everyone enough time to choose their strategy and take care of other needs before the race. But it often happens that someone starts much too early, so others are at a disadvantage because either the strategy is not yet ready or they are still in the bathroom, for this reason the rule applies that only the host may start, but if no one is in the lobby as a spectator, unfortunately it is not possible to recognize which player has started the race too early.
@zombie182AFAIK, the game starts pushing telemetry data on track (not counting button press event packets), only when the 5 red lights appear on screen. Since the start of the race happens before that, i don't think who did can be identified using telemetry.
PS: I have tested this several months ago on F1 23. GIven the track record, I'm assuming it has not changed in F1 24
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